Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dark Dragon" data-source="post: 1092884" data-attributes="member: 1115"><p>Whew, quite impressive to see so many detailed house rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>There are only minor changes in two of three groups I'm playing. The third one has seen major changes to the spell system.</p><p></p><p>- All spells are point-based. The higher a spell level, the more points are needed to cast it. The number of spell points depends on caster level and his related spell casting ability (INT for wizards, CHA for bards, WIS for clerics and druids). Spells are not prepared for the day anymore. Any spell a caster knows is available to him as long as he has enough points to cast it. The sorceror and the wizard class are merged to one class. Spell points are regenerated after resting 8 hours, following a regeneration table and rolling d4/caster level. If a spellcaster has used all his spell points, it is very likely that he won't regenerate all of them after resting a night. Roughly 70% of spell points are regenerated per rest.</p><p></p><p> - Level 1: 1 point</p><p> - Level 2: 2 points</p><p> - Level 3: 4 points</p><p> - Level 4: 7 points</p><p> - Level 5: 10 points</p><p> - Level 6: 14 points</p><p> - Level 7: 19 points</p><p> - Level 8: 24 points</p><p> - Level 9: 30 points</p><p></p><p> A spell that deals dice and level dependant damage (e.g. Magic Missile, Fireball,...) is treated a bit different. A fireball is available at wizard level 5, it would deal 5d6 damage for 4 points. A wizard at level 10 could cast a 10d6 fireball for 6.5 points, because each additional damage dice cost 0.5 more to the spell's base cost. Of course, the level 10 wizard could cast only a 5d6 or 7d6 fireball if he wishes. Same for Magic Missile: 1 point at level 1, 3 points at level 9. </p><p>Adding a metamagic feat to a spell increases the casting time by a move-equivalent action (except quicken spell and metamagic feats that don't move a spell in a higher level) and increases the point cost for that spell.</p><p></p><p>- Some spells have been changed (Teleport, Time Stop, a handful spells from Magic of Faerûn).</p><p></p><p>- Domain spells cost no points, the slots are regained after the daily prayer and spells don't need to be prepared. Each domain has four opposed spells, which are not available to the cleric. A cleric with the healing and sun domains may not cast harm and darkness, for example.</p><p></p><p>- Spell DCs are 1d20+level+ability bonus (INT, WIS, or CHA bonus).</p><p></p><p>- Spell duration: 1 hour/level has been decreased to 10 min/level for most spells.</p><p></p><p>- Cure / Inflict Wounds: These spells replace the old Cure / Inflict XXX wounds (except domain spells). It's a level 1 spell (for clerics, druids and paladins) and works similar to damage dealing spells: A level 1 cleric can cure 1d4+1 points of damage for 1 point, a level 10 cleric 10d4+10 for 5.5 points.</p><p></p><p>- The rogue. Only one sneak attack per round. He gets one bonus feat every 4 levels from a bonus feat list (similar to the fighter) plus his special abilities (see ed. 3.0).</p><p></p><p>- The bard. No cure / remove spells. More songs (depends on his level, up to 15 different songs, IIRC), eshew materials for all bardic spells, evasion + improved evasion (see rogue), bardic music becomes extraordinary at level 20 (activation requires still a standard action). </p><p></p><p>- The druid. We're using the wild shape version in Masters of the Wild. The druid is proficient with short bows, trident, spears, sling, clubs, dagger, net, blow guns, natural weapons, sickle.</p><p></p><p>- Dodge grants +1 to AC against all foes.</p><p></p><p>- Item creation feats: Craft wondrous item allows also creation of rings, craft rods, staffs, wands has become one feat.</p><p></p><p>- Read Lips is still a separate skill. Perform is splitted into different types and class skill only for the bard.</p><p></p><p>- AC increases each time you get an additional attack (from high BAB): +1 for the second attack, +2 for the third, +4 for the fourth. This bonus stacks with all other AC bonuses.</p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 1092884, member: 1115"] Whew, quite impressive to see so many detailed house rules. :) There are only minor changes in two of three groups I'm playing. The third one has seen major changes to the spell system. - All spells are point-based. The higher a spell level, the more points are needed to cast it. The number of spell points depends on caster level and his related spell casting ability (INT for wizards, CHA for bards, WIS for clerics and druids). Spells are not prepared for the day anymore. Any spell a caster knows is available to him as long as he has enough points to cast it. The sorceror and the wizard class are merged to one class. Spell points are regenerated after resting 8 hours, following a regeneration table and rolling d4/caster level. If a spellcaster has used all his spell points, it is very likely that he won't regenerate all of them after resting a night. Roughly 70% of spell points are regenerated per rest. - Level 1: 1 point - Level 2: 2 points - Level 3: 4 points - Level 4: 7 points - Level 5: 10 points - Level 6: 14 points - Level 7: 19 points - Level 8: 24 points - Level 9: 30 points A spell that deals dice and level dependant damage (e.g. Magic Missile, Fireball,...) is treated a bit different. A fireball is available at wizard level 5, it would deal 5d6 damage for 4 points. A wizard at level 10 could cast a 10d6 fireball for 6.5 points, because each additional damage dice cost 0.5 more to the spell's base cost. Of course, the level 10 wizard could cast only a 5d6 or 7d6 fireball if he wishes. Same for Magic Missile: 1 point at level 1, 3 points at level 9. Adding a metamagic feat to a spell increases the casting time by a move-equivalent action (except quicken spell and metamagic feats that don't move a spell in a higher level) and increases the point cost for that spell. - Some spells have been changed (Teleport, Time Stop, a handful spells from Magic of Faerûn). - Domain spells cost no points, the slots are regained after the daily prayer and spells don't need to be prepared. Each domain has four opposed spells, which are not available to the cleric. A cleric with the healing and sun domains may not cast harm and darkness, for example. - Spell DCs are 1d20+level+ability bonus (INT, WIS, or CHA bonus). - Spell duration: 1 hour/level has been decreased to 10 min/level for most spells. - Cure / Inflict Wounds: These spells replace the old Cure / Inflict XXX wounds (except domain spells). It's a level 1 spell (for clerics, druids and paladins) and works similar to damage dealing spells: A level 1 cleric can cure 1d4+1 points of damage for 1 point, a level 10 cleric 10d4+10 for 5.5 points. - The rogue. Only one sneak attack per round. He gets one bonus feat every 4 levels from a bonus feat list (similar to the fighter) plus his special abilities (see ed. 3.0). - The bard. No cure / remove spells. More songs (depends on his level, up to 15 different songs, IIRC), eshew materials for all bardic spells, evasion + improved evasion (see rogue), bardic music becomes extraordinary at level 20 (activation requires still a standard action). - The druid. We're using the wild shape version in Masters of the Wild. The druid is proficient with short bows, trident, spears, sling, clubs, dagger, net, blow guns, natural weapons, sickle. - Dodge grants +1 to AC against all foes. - Item creation feats: Craft wondrous item allows also creation of rings, craft rods, staffs, wands has become one feat. - Read Lips is still a separate skill. Perform is splitted into different types and class skill only for the bard. - AC increases each time you get an additional attack (from high BAB): +1 for the second attack, +2 for the third, +4 for the fourth. This bonus stacks with all other AC bonuses. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
Top